Age | Commit message (Collapse) | Author | |
---|---|---|---|
2012-06-06 | GOB: Clean up the Penetration map handling a bit | Sven Hesse | |
2012-06-06 | GOB: Implement Penetration submarine shooting and dying | Sven Hesse | |
Shots don't result in bullets yet, though | |||
2012-06-06 | GOB: const correctness | Sven Hesse | |
2012-06-05 | GOB: Implement health gain/loss for mouths | Sven Hesse | |
2012-06-05 | GOB: Play sounds for mouths and shields in Penetration | Sven Hesse | |
2012-06-05 | GOB: Animate mouths in Geisha's Penetration | Sven Hesse | |
2012-06-03 | GOB: Fix invalid reads in Geisha's minigames | Sven Hesse | |
2012-06-03 | GOB: Remove unnecessary include | Sven Hesse | |
A remnant of when we were still doing dithering color LUT creation at startup | |||
2012-06-03 | GOB: Consume shields in Penetration | Sven Hesse | |
2012-06-03 | GOB: Limit Penetration movement to walkable tiles | Sven Hesse | |
2012-06-03 | ALL: Replace cursorTargetScale in OSystem API with a simple "do not scale" ↵ | Johannes Schickel | |
logic. All uses of the old target scale API actually wanted to disallow scaling of the mouse cursor. This commit adapts our API to this and thus simplifies backend implementations. Some backends, most notable the Wii and Android, did some implementation of the cursor target scale, which I didn't adapt yet. I added a TODO for the porters there. | |||
2012-06-03 | GOB: Display the Penetration submarine | Sven Hesse | |
2012-06-03 | GOB: Draw the Penetration map and do basic movement | Sven Hesse | |
2012-06-03 | GOB: Draw the map in a separate surface | Sven Hesse | |
Still hidden for now. | |||
2012-06-02 | GOB: Draw the shield and health meters in Penetration | Sven Hesse | |
2012-06-02 | GOB: Add animation handling frame to Penetration | Sven Hesse | |
2012-06-02 | GOB: Correctly name the Penetration script variables | Sven Hesse | |
2012-05-29 | GOB: Fix v7 cursors drawn by the scripts | Sven Hesse | |
When the cursor name is "", then that cursor is drawn by the scripts instead of loaded from cursor32.dll. That cursor does not have its own palette then. Fixes the cursors in the "paint" game in Adibou2. | |||
2012-05-29 | GOB: Hook up the PE cursors to v7 loadCursor | Sven Hesse | |
Addy Junior / Adibou2 now shows proper cursors. Thanks to clone2727 for the constant nagging. :P | |||
2012-03-30 | GOB: Add a Spanish Amiga version of Gobliins 2 | Sven Hesse | |
As supplied by aldozx in the forums. | |||
2012-03-11 | GOB: Add a way to add sprite coordinates to CMP files | Sven Hesse | |
Because the meter bar and icons for Penetration are not even in the CMP's RXY. | |||
2012-03-11 | GOB: Extend ANIObject to also handle CMP sprite "animations" | Sven Hesse | |
2012-03-11 | GOB: Use the CMPFile class in ANIFile | Sven Hesse | |
2012-03-11 | GOB: Use the CMPFile class in DECFile | Sven Hesse | |
2012-03-11 | GOB: Add a class for CMP sprites with RXY coordinates | Sven Hesse | |
2012-03-11 | COMMON: Rename SafeSubReadStream to SafeSeekableSubReadStream. | Johannes Schickel | |
It actually inherits from SeekableSubReadStream, so it should be named accordingly. | |||
2012-03-01 | GOB: Add detection entry for Italian playtoons2 | Fabio Battaglia | |
2012-02-26 | COMMON: Move Language and Platform functionality into separate files | Max Horn | |
2012-02-23 | Merge pull request #189 from fingolfin/cleanup | Eugene Sandulenko | |
ALL: Cleanup | |||
2012-02-22 | ALL: Fix some signed/unsigned comparison warnings. | Johannes Schickel | |
2012-02-22 | GOB: Fix type conversion warning | Max Horn | |
2012-01-29 | GOB: Fix a segfault | Sven Hesse | |
2012-01-29 | GOB: Add a cheat debug command | Sven Hesse | |
- Cheat the Diving minigame to a win - Get the mastermind solution | |||
2012-01-28 | GOB: Pick the pearl at the right frame of the animation | Sven Hesse | |
And make the pearl picking a bit less...picky. | |||
2012-01-28 | GOB: Minor cleanup | Sven Hesse | |
2012-01-28 | GOB: Play the lungs animation when breathing | Sven Hesse | |
2012-01-28 | GOB: Don't play a hurt animation right before Oko dies | Sven Hesse | |
2012-01-28 | GOB: Fade the Diving minigame in | Sven Hesse | |
2012-01-28 | GOB: End the Diving minigame when Oko is dead | Sven Hesse | |
2012-01-28 | GOB: Explicitely set the Diving palette | Sven Hesse | |
2012-01-28 | GOB: Correct the variable value for the Diving result | Sven Hesse | |
2012-01-28 | GOB: Oko gets hurt by fish and dies if health == 0 | Sven Hesse | |
2012-01-28 | GOB: If there's no air left, Oko dies | Sven Hesse | |
2012-01-28 | GOB: Air gets used up and is refilled by breathing | Sven Hesse | |
2012-01-28 | GOB: Add the air and health meters in Geisha's Diving minigame | Sven Hesse | |
2012-01-27 | GOB: Play the correct animation when Oko's picking up pearls | Sven Hesse | |
2012-01-27 | GOB: Picking up pearls | Sven Hesse | |
2012-01-27 | GOB: Play Oko's breathing sound | Sven Hesse | |
2012-01-27 | GOB: Add a controlable Oko to Geisha's Diving minigame | Sven Hesse | |
Still missing: - Air, constantly decreasing, fill up with breathing - Health, decreases by collision with evil fish - Death, when health == 0 - Picking up pearls | |||
2012-01-26 | GOB: Add pearls scrolling by on the ocean floor | Sven Hesse | |